kotali
Kotali
kotali

That was Jordan Cronenweth. He was considered the master of smoke and mist based atmospherics. He died in '96.

Yep. Its a reason why films are too fucking clean looking nowadays. The reason Batman Begins is so different from the look of later batman films is because Nolan and Pfister both acquired lenses that were used to shoot Blade Runner as well as bought lenses and stripped their UV protective coating.

To be honest, disney did far worse to itself than Squeenix ever did.

Exactly. That ambient occlusion with fog and the balls and the spot light in the guided tech demo in the video above shows that the tools exist to make it work. But they continuously forget about it or use it improperly. One of the few things developers continuously forget about is the importance of atmospherics. Its

Tell me about it. The tend to to think cragley plus meaty characters equal awesome design. They really need get another art director in to shake things up. Honestly though, they should have gotten the guys behind Bulletstorm's art direction to spearhead the demo's asset design.

Yeah. GDC is probably when it will be ready, but they might keep UE4 in house until they produce a game to show its full potential. Probably a straight up Unreal 3 or something like that.

The thing that mostly is holding back UE4's impressiveness for me is the rather poor art assets, which is not a problem of the engine at all, but it plummets the believability while still holding it above luminance. Also while the fantasy setting was interesting, they didn't do enough post processing over the image to

I meant that Luminance is an in house engine that wont be used for anything other than Squeenix projects, Whereas UE4 is an engine specifically meant to be middleware to be sold and used by a wide range of developers for several different platforms. UE4 is a culmination of as many tools as possible to create an

The difference is you can buy UE4, you can't buy luminance

Three reasons in particular. A couple secondary reasons. None of them particularly good.

Capturing red seems to a massive problem with digital sensors because I assume it has trouble distinguishing low frequency light waves from infrared radiation. Thats why alot of digital red stuff seems to lose detail.

Samaritan does have alot of the same features, but they're more like trial versions of the full implementation versions in UE4

Oh... right. Thanks. I can't believe I didn't notice that before hand

Don't worry. You see the reds in that trailer, unless you tweak UE3 enough, its almost impossible to get a strong red on earlier iterations of red in Unreal (see alice madness returs, Samaritan, and even Mass effect in a lot of places)

You wanna know what's wholly holy dicktits? Unreal Engine fixed its god damn colour reproduction problem and no longer has that shot on RED epic camera feel when It struggles to reproduce strong reds (Ironic that RED cameras can't capture red properly, no?).

I meant the link for "RPS's list of "big games that started on PC"

You got a link for that, because I would immensely enjoy reading it.

I'm going to stop you and point out that a lot of microsoft's innovations did have progenitors. A few console games with level editors existed before Halo 3 and forge. Primarily Far Cry Instincts and Digital Extremes Pariah, both 'last gen' games.

Not to mention immature and misleading for undecided consumers. The complete disregard for the PC by people who have no reason to disregard it other than profound laziness and a few cases profound cheapness.

I have no problem with video game violence as long as it stays well enough from realism that it doesn't become a virtual simulation. Exaggeration and immersion breaking is ok in this department in my opinion. It makes me uneasy because Brutal violence that is there for its own sake instead of using said brutality to